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Author Topic: Stats, Skills, Passives for "The Dark Palace"  (Read 4477 times)

0 Members and 29 Guests are viewing this topic.

Re: Stats, Skills, Passives for "The Dark Palace"
« Reply #15 on: »
The Berserk Tier Bonus for Demolisher is so wonderful!  Right now, did a test in the game - it stimulates to fight again and again as quickly as possible unless you perish.  :D

Guys, you must to add this to TL1CP Destroyer.  :)

I cannot ignore this! :D Please give more of a description Kva!


Re: Stats, Skills, Passives for "The Dark Palace"
« Reply #16 on: »
I cannot ignore this! :D Please give more of a description Kva!
Berserk
For 8 seconds after each kill your attack and movement speed increases but your armor decreases.  Can stack up to 5 times.
Requires a greataxe, greathammer, greatsword, staff or polearm

But I'm not sure how it would work in the vanilla.  :)

Re: Stats, Skills, Passives for "The Dark Palace"
« Reply #17 on: »
But I'm not sure how it would work in the vanilla.  :)
Is it because it can be OP?


Re: Stats, Skills, Passives for "The Dark Palace"
« Reply #18 on: »
I cannot ignore this! :D Please give more of a description Kva!
Berserk
For 8 seconds after each kill your attack and movement speed increases but your armor decreases.  Can stack up to 5 times.
Requires a greataxe, greathammer, greatsword, staff or polearm

But I'm not sure how it would work in the vanilla.  :)

I would add a cast speed bonus also, since that would benefit the skill casting too.

Re: Stats, Skills, Passives for "The Dark Palace"
« Reply #19 on: »
Last time I thought a lot about what I needed and how to realize this.
Bad news:
The bad news is that the "spell" scroll/tome system is hopelessly hardcoded. The 4-spell limit is unavoidable and no part of the system can really be repurposed for anything else. So, you've pretty much got to do everything some other way.
http://torchmodders.com/forums/classes-skills/(discussion)-the-case-for-a-single-level-skill-model/msg3100/#msg3100

and Active skills are impossible without RMB

Some good news:

The good news is that there is another way. You can do skill learning and unlearning via consumable items that uses the "set skill level" effect, so long as the PC unit has that skill. If you shadowed the skill levels with custom stats, you could do things like completely hide skills the player doesn't know and unlearning from a menu. For double the custom stat overhead you could even do temporary unlearning -- which would make de facto class changes possible.

Some skills(without animation) are functioning properly when using consumables- buffs, auras, etc.

Well, now I have to decide is it enough for battle 4 active skills at one moment?

Re: Stats, Skills, Passives for "The Dark Palace"
« Reply #20 on: »
Now I plan to make a non-consumable Spells that you can change at any time. I have an idea to make it as runes (stones, not scrolls). These items I use for active skills.

For various auras, buffs, etc. I plan to use Potions. Something like Potion of Speed, Potion of Stone skin, etc.

Based on my experience, I believe that 4 active skill enough to fight. What do you think guys?

Re: Stats, Skills, Passives for "The Dark Palace"
« Reply #21 on: »
Yeah, I think 4 is ideal.  It's equal to the number of fingers you're likely to be using to punch hot keys.  I find that even in PoE, which has a much smaller hotbar, I usually only use 4 of the 7(or 8) allowable skills.

Re: Stats, Skills, Passives for "The Dark Palace"
« Reply #22 on: »
Yeah, I think 4 is ideal.
:) Thanks Gyt. Yes, I think the same way, but I wanted to give more skills for a mage-character. Also, I wanted to make a consumable grenades (Molotov cocktails, etc.), but now I do not see a way how to implement it.

Re: Stats, Skills, Passives for "The Dark Palace"
« Reply #23 on: »
The good news is that there is another way. You can do skill learning and unlearning via consumable items that uses the "set skill level" effect, so long as the PC unit has that skill.
Can I make a consumable grenades in this way? For example, when I use a grenade I learn a skill, then when the skill ends I unlearn it?

Re: Stats, Skills, Passives for "The Dark Palace"
« Reply #24 on: »
Yes, I think so.  Mostly it would be just like Chthon described, but to remove the skill you'll need a bit of extra setup.

If you want the grenade skill to be removed after a certain number of uses (you only picked up one grenade, perhaps?) then it would be pretty easy.  You can have the consumable grenade add 1 to a custom stat.  Then, give the active skill an effect that subtracts 1 from that stat every use.  Use a stat watcher to make the skill require 1 or more in the stat to be used.  Then, add another event that is linked to a statwatcher so it only fires if the stat is = 1.  This last event will unlearn the skill by setting its level to 0.

 

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